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Messages - Augestein

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FFT+ / Re: Boss only-skills, Need suggestions!
« on: September 14, 2011, 06:44:56 PM »
Well, some testing will let us know if the fight is too easy/hard

Despell (the one that removes a lot of status effects) from the Sage should be able to handle that. It removes Undead at the very least. Poison, while annoying, can at least be counter by placing regen on yourself again. That said, hitting the entire field is ridiculous. A large AoE surrounding him would be cool though. As half of the fight is made irritating by the obsession with trying to make you undead. And I'd rather deal with that, because I ended up juggling a person to cure undead, which worked out fine with some management.

Spam / Re: Amazing crazy finish
« on: August 09, 2011, 04:26:16 PM »
Oh wow. That's crazy. That's exactly why I would never do something like that. Madness. But either way, that dude is some kind of BAMF for that.

Help! / Re: Blank Skills
« on: July 24, 2011, 05:01:29 PM »
That's good to know, good thing I didn't change those. That would have been annoying. But how about some of the other ones though?

Like say... The blank skills that are underneath "Move Find Item?" Or the ones that are in that big list after Parasite? I know their initial animations are set to "1FE Crashes Game," but does that mean that if I change them there will be any unforeseen circumstances like the ones you already mentioned? I'm asking this, because I know with some other things I've hacked like Golden Sun, there were a ton of spots in the game that literally had no data, but could be messed around with, with a bit of fudging-- which enabled you to have more skills present in the hack than what was used in the actual game.

Help! / Blank Skills
« on: July 23, 2011, 04:25:32 PM »
I'm looking in the FFTpatcher, and I noticed that there were a ton of *blank* spots in a couple of the tabs. Are these actually able to have edits done to them without any problems? I'm just curious if anyone knows. Because those skills would be useful for adding a couple of new jobs and/or abilities and items.

I like the idea of them hitting everything on the field. Huge AOEs simply scream abuse absorption, and would make it hideously overpowered for healing and enemy damage.

Could you make a Regenerator version of Mana for MP Restore? That seems interesting at the very least.

I agree on the Move EXP/JP that putting them on Squire makes them more useful there.

Also, Gilgame Heart COULD be useful if you were willing to grind with it...

I agree, more than enough Swordskills around :-)

I suppose that's true, there are too many swordskills. Although, would they work without being swordskills? I might actually try making it up for myself then.

Rad being a red mage is okay I guess. It gives you a special character class that isn't hilariously overpowered, and is similar to Ramza's in the regard that it's nice to have around but not the end all and be all. For anyone else, I'd say "NO." For Rad, "maybe." Honestly though, with all the talk about monks floating on the site in general, you COULD remove the Monk class, make Rad a "special" and his special IS the monk class. That way, you can remove martial arts (while leaving the innate on Rad with the crappy equips), and the moveset is now limited to one person. Thus, No more are there 2 swording/Martial arts ninjas with Twist Headbands and Power Sleeves except maybe computers, as it's no longer a possible combo for anyone-- Rad included. Then you could do add the things like make Spin Fist and Wave Fist with Wind elements and it wouldn't break the game. Because Monk Rad (Mad) is the only person that can do this. Thus, Rad is suddenly a lot more appetizing to use when he's the only one with access to a class that people like/want/feel they need.

As for Lavian and Alicia... That's a tough one, but I don't like the idea of them being Onion Knights. Not only does it gimp PSP users, but you can't make a huge amount of use out of it when you first get them, because you don't have a ton of equips. So I still probably wouldn't use them much, and by the time I'd WANT to use them, they'd have to do a lot of grinding just to get some JP to do some cool combos. Outside of that, there aren't many moments where I'd want it outside of having a mildly quick unit that could shoot guns, or have a dual Rune Blading, Magic Attack Up, Draw Out Armor User. Though, I do like the idea of them remaining knights as they are Agrias' apprentices, and it annoyed me how in 1.3, if you switched them from Knights, they didn't have enough JP to become Knights again. I don't have many ideas for them, but I have 2:

Idea 1 for Lavian and Alicia. If you have space, you could give both of them fractions of Agrias' moveset + Knight Break Skills.
Like say:
 Lavian has Stasis Sword, Crush Punch and Holy Explosion, Magic Break, and Power Break.
Alicia has Split Punch, Lightning Stab, Power Break, Magic Break, and Armor Break.

Or Idea 2, where you give Lavian and Alicia swordskills as well.

Lavian could be an elemental swordsman that physically attacks with physical elemental strikes.
*Element* + Strike/Blow/Attack/Swing for her moveset. 1 for each element. Instant use, each attack cost 5 - 10 MP. Has 2 or 3 range, 2 area, but 0 Vertical.
And the final move could be "Focus Mind" an ability that restores her MP by say... 2-5%.
Equips for could be clothing and robes. Incidentally, Lavian's class should not be able to use Knightswords.

Alicia could be a more rough and tumble character with a moveset that has her in the fray. She excels when surrounded by her friends.

War Cry - Raises units PA surrounding Alicia. Cost 15 MP. 0 Vertical.
Wide Swing - Alicia attacks with an ability that swings directly in front of her and 2 adjacent. (Or just spinfist) No Charge, cost nothing. Requires sword.
Motivate - Debuffs various statuses off of allies surrounding Alicia and heals them lightly. Make PA and MA based I guess.
Keen Eye - Next attack has 100% accuracy. If Sunken State could be made to not muck up the AI, this could work. Otherwise no.
Bludgeon - Normal attack that has 100% knockback. Isn't the only knockback move we have Dash?
Seal Mind - Alicia places innocent on herself. Cost 15 MP. Self Target. Has a charge.
Focus Body - Restores 5-10% hp. Self Target.
Intimidate - Alicia intimidates her foes. Lowers enemy brave, 2 range. 1 panel.

Equipment could be heavy armor. Unlike Lavian, Alicia can equip Knightswords.

Honestly, I want Alicia and Lavian to be unique. I always felt they needed a bit more help than Rad based off of 1.3...


FFT: Advance Hacking / Re: FFTA: Rebalanced
« on: February 09, 2011, 10:36:07 AM »
I love FFTA and would love to see a rebalancing hack that makes things better. But you know what?

Removing things strikes me as pretty lame.

Assassins:. They're powerful because they're fast, and their instant kill abilities are too accurate. Rather then remove the class, balance it out. Reduce the class's speed, reduce the accuracy of their skills. Im think that, a good baseline might want to make it that any rebalancing done would make it that with Concentrate they would be as accurate (if not slightly less) as they are in the current game with concentrate.

Turbo MP: This can be balanced out simply by increasing the amount of MP used. So if double MP is too little for the boost given, then triple MP, etc.

Reflex, Strikeback: both these skills are effected by magic and special attacks still. Increase the presence of these enemies.

Doublecast/Dualweild/Ultima: You know what? Some abilities should be powerful. Each of these are gotten from rare equipment, with 999 AP cost. What should be done is that there should be battles that need abilities this powerful. In the game normally these are overkill. Basically, the post game should have challenges that throw this sort of crazy stuff at you.

I disagree on the notation that removing things is lame. Some things are just inherently imbalanced. If you are changing something to the point that it's no longer the same, it's essentially removing it.

Assassins are not just powerful because they are fast, and have instant kill abilities that are too accurate. They are powerful, because they are the best class to level up as a Viera, their only real weakness is their low hp, and that doesn't  scale too horribly all things considered, they have instant kill abilities or incredibly lethal status effects, they can be immune to all status effects. They make a great class to carry summon for huge AoEs, and they have a very powerful damaging attack (Ultima) from long range. Actually, they can just out and out use long range. There's no real way to approach them as a computer enemy. As for the concentrate part, maybe I'm reading it wrong, but I'm not sure what you're saying here.

Turbo MP: should just be changed. The idea of it is kinda silly because the damage you get for it is absurd. Tripling the cost still doesn't help too much as you still pretty much OHKO the enemy. It needs to be altered. That's why it's being discussed for removal until then.

Reflex, Strikeback are affected by magic. Too bad the AI is still too dumb to SEE Reflex and Strikeback and mages are known for attacking physically for some odd reason.

Doublecast/Dualwield/Ultima: Doublecast is fine... If it didn't have access to so many spells being used with it. That + Turbo MP is ridiculous. Dualwield isn't just powerful because of its attack... It also effectively doubles your skill learning as well as bumps up your attack.  Ultima is just a bad algorithm used and is a glorified OHKO attack pretty much. Making them cost 999 AP? Um... Doublecast DOES cost that much. It's still overpowered, and it's on rare equipment. Nosada is a pretty rare equipment for dualwield... Might I add that you can still learn other skills while learning Dual-wield? Ultima skills are just too powerful in general. Nerfing would be the best choice for them. But it is a bit lacking in the creativity department admittedly.

FFT v1.3 / Re: Plea for 1.3 without story battle enemy levels progressing
« on: January 04, 2011, 12:28:54 AM »
I actually like the idea of being level 99 like that. It's crazy, but it's crazy in a lovable way. Then enemies could have their set equips with the occasional good ones leaving the idea of stealing being there as well. If growths are the same for classes, give each starter person a certain build. You start out with 3 males and 3 females right? So if possible, you could make them start out with 1 melee, 1 mage, and 1 speedster type of character for each gender.That way growths don't screw you over either. There would no longer be the whole "don't learn abilities in 1.3 except support thing going on because eating on crystal pretty much teaches you an entire moveset," and you'd be able to enjoy the random encounters. One thing I hated, is that I'd fight half of the random encounters in the game, and then reset because there was no benefit to playing them (except fun factor), because the next battle the enemy might have much better gear.

Plus, defensive strategies would no longer be painful to employ as outside of using maybe items depleted, you don't have the enemies making large gaps in power. I'll admit I had fun when I played 1.3, but it's not a game that I go back and play time after time again. As of right now, Blitzing the enemy down quickly with heavy hitters and some AoE is the best way to win. Even if there are other strategies that work, it's safer over the course of 1.3 because of how certain things can happen. Especially problematic on certain pieces of elemental resisting equipment, or speed enhancing equipment. My friend for instance, got stuck on... I think Goug mission because he couldn't get faster than the enemies because they all had Green Berets and were thieves-- something I hadn't even thought of, because by the time enemies had them, they were able to be purchased for me. So while levels aren't everything, there are a couple of nasty points where being a lower level is a significant advantage. Which kind of sucks.

FFT: Advance Hacking / Re: FFTA: Rebalanced
« on: December 29, 2010, 11:25:44 PM »
Alright, I'll take a shot at it. I haven't played this game in a long time, but I'll try to go off of what I can remember.

*Moogles: Need stat buffs in general. Besides the infamous Gunner/Mog Knight, I can't think of much else that these guys can do that's useful besides support, and they aren't really needed for that, as other classes like Blue Mage and Elementalist can do that as well, while not sacrificing raw attack power.
-Smile needs to cost MP, like 20 MP. So that way you can't powerlevel 2 moogles to level 50 the minute you get the ability and thus, kill any form of difficulty that could be obtained over the course of the game. Actually, Juggler's should have to cost MP for their stuff. Why do they get all of these amazing status effects and decent damage for no MP? Because it's single target? I don't think so.
- Machinist: needs to either get an entire moveset revamp, or needs to change the way it works. It's bad enough that it's 50% chance of buffing or inflicting status effects on the entire team. Does it really need to help the other team out on failure? It just makes the entire moveset stupid. When the computer uses it, if it fails, congrats, you just won. The only way to get any use out of it is to make your teams immune to whatever status effects you plan on using, and with Concentrate + Status effects, there's no need for this moveset. At all.

*Viera: Besides the already mentioned, the Viera classes in general need to be a bit slower. Most of them are pretty darn fast, and the only class that's really slow is the Summoner, and even then, it'll still be faster than a lot of people because it's probably a hybrid summoner.
- Ribbon/barette needs to protect against less status effects or something needs to be made so that other classes can be immune to a ton of status effects like them.
- Can Red Mage at least learn to 2 level spells and then have DoubleCast only work with Red Magic? You could offset this by making the second tier spells only able to be learned much later (like when the Wizard/Black Mage classes have their 3rd tier spells).
- Need to lose Concentrate as a race. It's too powerful for them.

* Human: For the most part, humans are fine in terms of growths. Except the Black Mage. It needs a buff, because I remember the White Mage strictly having better growths than the Black Mage. Either that, or the White Mage needs a growth nerf.
- Hunting needs to be nerfed to only 3 or 5 JP when you kill something. It's stupid that you can have two hunters, use a Totema, pick it off with Hunting with both of them and then finish it off with another Totema and still have Hunter 2 still have 10 JP for the next battle.
- Sonic Boom needs to be nerfed hard. It's way too powerful. Just because this really does need to be mentioned multiple times.
- Double Sword needs to be innate on Ninja. It's stupid that it isn't.
- Veils need a buff, or should be both physical and magic based. Their damage is abysmal and they don't inflict the status effects on with enough consistency to make them worth using. Throw, as usual sucks. Get rid of it and make it something else if you can.
- Marche needs to be more well-rounded. I'd say make him start with average hp, slightly above average MP, high attack, low defense, high mag.attack, low mag.defense, and above average speed. So he's a bit of a glass cannon. It sort of makes sense from a storyline perspective too.

*Nu Mou: Growths are fine, I suppose they could use a "speed" class as well.
- Morpher: Needs to be rebalanced in the fact that it's entirely overpowered or underpowered. There's no medium to it. I'd wager you might want to change this class completely, as the computer is unable to make use of it, making it even more strange... And FFTA2 seems to agree with that because it's gone there as well.

*Bangaa: Bishop needs a bit more magic growth I suppose. I don't really have much to complain about with Bangaa growths.
- Expert Guard needs to be rebalanced. Putting a law that makes the comp break it + berserk + standing there and taking no damage from it is ridiculous.

- In general: Steal Gil needs to become something else. It's lame and never useful and makes the computer act stupid by using this. Maybe it should change to "Steal Sanity" for confusion or something. It makes sense for a thief to have a confusion skill anyways to aid in stealing.
- Maybe make something where you can change Marche's race? That might be cool, as having a forced hume at moments is kind of annoying.
-Computer needs to get stronger skills when it levels as well as equipment.
- Special characters should be able to switch classes. Otherwise they are really just glorified waste of spaces.
- Antilaws are fine, but laws that put on extra laws are stupid. Fight Law Card + Berserk wins the vast majority of randoms, and certain clans can be dismantled by one law. And certain fights like the 2nd Totema can be cheated to death by having charm be against the law (although that's more so because you can walk around until it's against the law). Totally unfair for the computer.
- Computer always needs to have the same amount of enemies as you have allies or more. I noticed that a lot of the time enemies have 5 while you have 6. Weird and kind of stupid, as you are clearly stronger than them.

FFT v1.3 / Re: Small 1.3 Survey (Only 10 questions)
« on: December 16, 2010, 10:59:52 PM »
Couple of things:

you're going to post the results of the survey right? I always love seeing those. Also, I think the main issue with difficulty, is if it's actually well designed. I mean, I'll take a game that's a little too easy that's well designed than a game that is ridiculously difficult, but the vast majority of the difficulty feels like it's outside my hand of control.

FFT Remix / Re: Ovelia or Agrias
« on: May 03, 2010, 04:05:20 AM »
That's cool that Agrias gets to live. I really like her. I have no idea why, but I've always used her (and if not, I've at least kept her). I really like Female Warriors/Knights.

FFT v1.3 / Re: double hit crossbow...?
« on: May 03, 2010, 04:03:57 AM »
Quote from: "xizeludex"
ah thats bad ...

I thought it was also possible for players ...
I think it would be better if crossbows had two hits with a higher percentage, since its range is much worse than the bow
and the crossbow would be more usable

Bows don't allow you to equip shields or shoot that jackass right in your face. They also don't get that awesome chance of shooting twice. Sure they get the whole "I get more range when I'm higher up," but how often do YOU have height advantage, and even if I did, there are a lot of things I'd rather do outside of shooting someone with a bow.

FFT v1.3 / Re: need help at riovanes castle
« on: April 04, 2010, 05:08:42 PM »
Just some general ideas...

- The easiest way is to bring a mixed gender party in and charm one or two of them, and let all Hell (no pun intended) break lose.

- Counter Magic or Damage Split will go a long way in this battle, as if the HK doesn't kill you want your low faith/high brave character Counter Magics and hits them 1 or 2 times, they are dead. Either that, or you could bring some high faith people with Hamedo in. With high faith, they are less likely to attempt to hit you with their magic and melee you which will only lead them to their own demise.

- If that doesn't work, status effects that execute immediately are useful. This comes from people like Short Charged oracles and Mediators can help with this. Most noticeably sleep, as the enemies cannot wake them up without one-rounding them (unless one of them knows Elemental as a secondary).

- If you can, target item users first as they are annoying (as always). As a matter of fact, putting them in a status effect that stops them from fighting is highly useful.

- Abandon actually works to help dodge Untruth because it's considered "magic" IIRC. I know you can definitely guard them. Better than praying you don't get hit I suppose.

- Also, do you have any thief hats? Those might be useful in that battle. After all, extra hp really doesn't matter if you are dying before you get to do anything... Carbani armor also raises speed by one, so if you have some equip armor floating around with that, THAT could help as well. You may not beat them in speed, but you won't get doubled if you are.

- Finally, bring and extra revival guy. If you normally use 2, take 3 this time. If all 5 of them are using it, then this is a problem too, as you need something that can cripple them more than prevent yourself from dying.

Oh yeah, and letting Rafa die seems to be a good idea, as it at least gets rid of Malak, and considering how unreliable Rafa is in the battle, losing Malak on the field is more of a godsend than having Rafa there.

FFT v1.3 / Re: Izlude
« on: February 15, 2010, 01:08:04 AM »
I used a Red Dragon, had it get hit and have Dragon Spirit activate, and then have a Fire spell targeted on the dragon so it (the dragon and the spells) would hit people around it and heal the dragon.

But yeah, that Summoner needs to die ASAP.

FFT v1.3 / Re: Onion knight
« on: February 14, 2010, 08:05:30 PM »
If you can get Mime to work like the Onion Knight, you are a god amongst us.

FFT v1.3 / Re: @ The new people talking as if they know it all
« on: February 14, 2010, 06:10:01 AM »
Quote from: "Melancthon"
As entertaining as it is to watch cheaters and liars get called out (and it's highly entertaining), by making a thread for it don't you run the risk of teaching them how to cheat and lie more effectively?

Probably not. Besides, even if they DON'T get caught, who cares? It's not like they get anything for being a cheater of 1.3. The only satisfying aspect of 1.3 is actually beating the game. You don't beat the game if you cheat, so there's nothing satisfying. No one is going to slap your name on a hall of fame or anything for winning, and you don't win the nobel prize (for gaming) for winning.

FFT v1.3 / Re: Question on Encounter level scaling
« on: February 14, 2010, 06:05:37 AM »
Quote from: "R999"
It's good to hear I am not the only person playing the game without restricting myself from levelling.

Philsov I have been doing basically what you are doing too as well, for the most part. Maybe I am a 'skillaholic', I tend to want to learn all the useful abilities for a job until that's done, so sometimes things take a little longer. I did unlock Damage Split (and some other useful abilities) for everyone possibly as early as the beginning of chapter 3 (and you can imagine the level I was in at the time). And I always wait out for the enemies to crystalize. Honestly most generics won't have problems mastering most of the essential abilities, the problem really starts to arise when you want to max out special characters. But with proper rotation, and crystal farming, it's not too bad I guess. I haven't considered that most people probably don't keep all the special characters (so in a way I am not your average player). But I find it hard to imagine how the game would play out if it weren't for so many battles where I am almost purely grinding for JP. It's not a big deal I guess but still I think the game should reward a bit more JP generally speaking to reduce JP spill grinding.

I'm not restricting myself either. I'm about to fight Elmdor at like 45, and I want his totally delicious armor so I haven't gotten passed that yet.

Also, for special characters, you could let them eat your generics... (I could never do that. I love my generics too much).

FFT v1.3 / Re: AI with infinite elixir spam.
« on: February 14, 2010, 06:01:28 AM »
Usually I am quicker at killing things. I'm not a huge fan of item as a secondary. Item can be cool, but it's main use are three things, saving fading life, and eliminating statuses WTFpwning undeads without Mustadio and for computers, it's nothing but a death wish. Because if it's not an assassin mission, that item whoring fiend is going down. Still doesn't make it any less annoying when that jerk tries to hang back in and throw Elixirs. Sort of how Talk Skill seems to be one of my least favorite secondaries that enemies have because they ALWAYS seem to nab that Preach no matter what. I don't think anyone is saying that Elixir spamming enemies are hair pulling frustrating, but they are at least an eye-roller. :roll: Except for enemies with uber HP. Those ones are really annoying. Sort of like the Knights in the Beowulf sidequest if you aren't careful. But that battle was meant to be super hard so that doesn't really count.

As for Elixirs, don't forget that even if you do poach them in Chapter 2, you can't actually USE poached stuff until 3. It shouldn't be a huge problem, but if you leveled up a lot, it might be.

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